Old Living Eberron Character Thread

This thread contains historical records from the 3.5 Living Eberron. Please see the appropriate 4E Living Eberron thread for up-to-date information.

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This thread is the record for the Living Eberron game of ENWorld. Each player is restricted to 3 characters, one started at 1st, one started at 2nd, and one started at 3rd.

Characters are created using standard point buy, with 33 points. They can currently be created using anything in the Accepted Rules and Content Thread. Starting gold and starting hit points are maximum for your class at 1st level, appropriate PC wealth at higher levels.

When leveling up, take 3/4 of the maximum possible roll for your hit points. For classes using a d6 or d10, round down, but make it up at the next such hit die.
d4 - 3 hp
d6 - 4 hp/5 hp
d8 - 6 hp
d10 - 7 hp/8 hp
d12 - 9 hp

A few notes on posting your character: The more math you show the sooner it will be reviewed. So, if you would be so kind as to make our lives a little easier by posting things such as how many skill points you spend on each skill, we'll get to your character faster. If you don't post your math, the character will be returned without review. Fill out the advancement information for each level (including 1st!).

The heavily recommended standard sheet is attached to this post. While it is not required, it makes things much easier.

Likewise, email us if your character isn't listed yet and you haven't received email for him/her.

Please make sure to title emails with a LEB Tag line so that there is less chance that it will be deleted it as spam.

Unapproved characters will recieve NO experience for adventuring before they are fully approved.

The List

This is the list of all of the characters that are approved. All of these characters are good to go for Living Eberron adventuring.

Also, please take note that we've included the level for which the character is approved for. That is, every time your character increases in level, you have to come to us for re-approval. We know that it may be tiresome for you to keep emailing the LEB Character Judge for approval, but think of how we feel about it after an adventure is concluded. It may be tedious but it's for the common good so please bear with us. It would be a big help if you kept a XP and GP log on your character sheet.

A character without a number is approved for level 1. Playing a character of higher level than he is approved for has dire consequences. Please email the Character Judges if you find that you haven't been approved for your current level. We will take a look at the character, and he/she/it will be approved as soon as we are able.

Appearance:Raven has jet-black hair, worn long and back in a pony tail. She has sharp features and moves quickly and assertively. Raven's least dragonmark is on left shoulder. She also has a small black rose, with stem and prominate thorn, tattoed on her right shoulder. She wears very fine chain shirt armor, a black round wooden shield, reinforced by a steel ring around the edge and a steel stud in the middle.

Personality: Raven is used to being in charge and respected. She operates under the assumption that she is capable.

Background: The Thorn's are an important family in house Orien. Raven's four older brothers all have found a place in the clan's hierarchy. Raven's father always doted on his youngest, and only daughter. She worked in the family business part time from a young age. Her father was impressed with her abilities, and gave her responsiblity for leading an important caravan to Sharn from Thrane. 17 was just too young for such responsibility, however, given what transpired.

Raven handpicked a cadre of guards and scouts to take this caravan from Flamekeep to Sharn. She didn't know exactly what was in some of the chests she was to deliver to the House Sivis, but didn't ask. In two guards in particular, she placed great faith. A veteran guard with thick fingers and short white beard, Tharok Voam she selected as her right hand man. Put in charge of the chests was the young, hansome Vlor Kham.

Raven and Vlor got along well. They joked and began to flirt as the caravan moved on. Disaster struck on the road near Dragon's Crown. Tharok Voam himself was on watch that night, but no warning was given before a score of hobgoblins swept down upon the caravan, where most people were sleeping. Raven awoke with a start and grabbed her sword.

The hobgoblins had surrounded the caravan, though, and Raven didn't know what to do. She jumped into the main wagon and saw Vlor there with the Sivis chests. Outside, she could hear the guards and couriers getting butchered. "At least we die together", she said tenderly to Vlor as a hobgoblin smashed open the back door.

"No." said Vlor smiling, and pulling on a tabard with a claw insignia. "You die; I live." He then whipped his flail around at her. Raven realized she'd been betreyed and rolled back out the way she'd come in. She managed to slip past the attackers using her diminsion leap ability, and hide in a small grove of trees. She watched as her caravan was stripped of value and taken off the road. She saw that two humans accompanied the goblins. One was Vlor. The other seemed to be Tharok, though she couldn't tell for sure.

Alone and disgraced, she made it to Sharn. After giving her report to the House Orien office there, she left. She couldn't face her family with the taint of her failure. Raven now has decided to spend some time in Sharn, gaining experience and making a name for herself, so she can return to her family business and prove her worth. She also ponders how she can find Vlor to gain her vengence, and find Tharok, if he's alive, to see what he knows.

Head of the Class

Raven visits the Tower Shard, and is soon hired by one Malentis Reeger of Morgrave University to recover a codex which has been taken from him. The codex is said to give instructions to building...what?

It appears this codex was taken by cultists of the Dragon below. Raven and her allies took common cause with the street gang 'the Bedlam Boys' and attacked the Kyber cultists' HQ in an abandoned bakery. Raven destroyed a skelleton and killed a Vargouille.

The group recaptured the codex after destroying a 'Brain in a Jar' creature named Bryllys who reported to someone/something named Wuulhash.

What Happened?

Here, Raven and 5 others were hired out of the Tower Shard by an agent of House Lyrander. They had to swear not to reveal the details of the assignment. They were to go to Zarash'ak, the city of stilts, and find out what happened to a merchant ship, its dragonshards, and its crew. They discovered that it had run into a tree in the swamps, been attacked by aberations, and the crew captured. With the help from some orcs, Raven and the team rescued the captives, and killed many aberations, including a Gauth. They returned the captive & received their reward.

Raven has reported her whereabouts to Houes Orien and has largely been forgiven of her failure.

Raven went on an expedition to the Shadow Marches to catch a rogue Ogre who had stolen shards from House Lyrander. They tracked down the ogre who had been possessed by a Rakasha, and brought it back.

Logs

XP log:Head of the Class1080 for battling cultists and investigating a kidnaping1910 XPs for time spent, skelletons, Vargoules, cultists and the Brain in a Jar

The Funeral600 XPs for battle at chapel750 XPs for time spent & investigation1200 XPs for planning ambush and destorying crystal150 XPs for time spent.

Catch Me if You Can200 XPs for ghoul fight.1600 XPs for time spend/abandonment.

Wealth and Craft log:
XXX gp, X sp from
Paid 100 for advance in Head of the Class
Sold short sword for 5 gp
bought long sword for 15 gp
bought heavy wooden shield for 7 gps

1212.7 gps, MW longsword & potion of CLW from HotC
Bought MW Chain Shirt for 250 gps
Bought Darkwood Heavy Shield for 257 gps
sold heavy wooden shield
gave up longsword
Used potion of CLW at the end of The Funeral
bought potion of CLW before What Happened for 50 gps
From 'What Happened?' Raven obtained:
+1 chain shirt
Handy Haversack
potion of invisibility
2 potions of CLW
And a pin in the shape of a gatekeepers rune which provide a +1 sacred bonus against the special abilities of aberrations.
and 156.33 gold.
She'll sell her MW chainshirt & backpack for 126 gold
Leaving her with 1053.5 gold

Appearance:
Stulgar's long hair is held back in braids, keeping his face free from most of it. His cat like eyes and ears look alert at all times, and he stands lithe and muscular, striding with confidence and purpose. He is dressed for travel, in worn studded leather and simple clothing.

Personality:
Stulgar is very methodical and level headed, even when shifting. He is a caretaker, and watches over those under his guard with a close eye. He is passionate and fierce, but those are layered and carefully controlled emotions most of the time.

Lately, Stulgar has become a little wilder, and his anger more visable. He is still methodical in his anger, just more likely to give into his anger.

Background:
In the town of Durgan, a town of a settled shifter tribe, Seamus and Sylva Swift gave birth to Stulgar early in their marriage. It was a proud day for the Swift clan, a clan with a long tradition of longstriders and beasthides in their blood. Indeed, little Stulgar appeared to have the Longstrider gift, and all was good.

But a mere three years later, the pair gave birth again, to Siobhan. She did not manifest either gift, but instead, manifested the gift of Dreamsight. The Swift clan was shocked at this, and there was rumor of unfaithfulness and others of impure blood. The other shifters in the town of Durgan however, viewed this as a blessing Balinor, sent to guide them. Meanwhile the non-shifters in the town were weary, but otherwise unimpressed.

Stulgar, a student of the forest a young warrior like his father, found himself sticking up for his little sister while she was a kid. What friends he had beyond her were few, and he kept them close as well. He spent much of his time in the wilderness, often with his sister, trying to teach her what she could. She was an excellent learner, and seemed to be more in tune with nature than he was.

Seamus and Sylva were above most of the fray about Siobhan, though Seamus seemed blissfully ignorant of his daughter's gift. They spared no love for either child, and provided what they could when they could.

One night, Stulgar awoke to a racket, and found the townsfolk busting down the door. Quickly, he grabbed what he could with Siobhan, and the two fled, not knowing what had incited the townsfolk. Siobhan mentioned heading to Sharn, which seemed an unlikely place, but was as good as any, and if he could, he would provide for his sister as best he could. So now, Stulgar and his sister Siobhan have arrived in Sharn looking for a new life.

Notes:
Haversack is owned by Siobhan, but he carries it for her.
Stulgar has paid for half of Siobhan's Eternal CLW wand (205) and part of the Eternal CMW wand (600)
Stulgar is owed one favor by house Lyrander (Favor in house feat use once)

Appearance:
Kharas looks like the stereotype dwarf. His long hairs and beard are prowdly shown and are of a drak obsidian color. His deep brown eyes have a merry look, giving him the look of dwarf who is not sober. His hands are large and show many years of work. All his equipementis showing mark of use, except his armor, who is always proudly clean and perfect.

Personality:
Kharas is a crafter in the soul. He like to craft thing, to study them. what fascinate him the most are the famous warforge, and consider that the summum of all craft, as it is the creation of a living item. When he is not crafting or talking about one of his art, he likes to chat and drink without excess, and have a merry time with the first who want to join him.

Background:
Kharas is born in the Mror Hold. His family have become famous for his traps, which are highly demand by the Banker and Warding Guild. But Kharas interest have more been on the warfare, so he find a way to study the armorsmith work with his best friend, Durnam Soldorak. Between his two apprenticeship, he find no time to do anything else. Among his family, it is a tradition that an apprentice must leave the family for at least five years and travel the world to learn more about the trapmaking art. It is under that condition that Kharas left.

All the items under are produce with the help of:
Extraordinary Artsian Feat
Use Magic Device at +7 [Rank 4, Cha +1, Masterwork Tools +2]
Also, note all roll have been made at +6, my mistake. It change the result of only the first scroll. I've linked all the rolls under here.

Concept:
Weapon is built to be the ultimate fighting machine. He is designed to explore the construct nature of the warforged, and will go for the Warforged Juggernaught PrC. Though it seems a bit cliched, it is a direction I have always wanted to explore.

Appearance:
Weapon is an imposing sight: A tall warforged in dark composite plating. There are signs of considerable scarring along the warforged's body, giving it a very beaten-up appearance. It carries a large pack on its back, two large weapons, and, incongruently, wears a battered, reddish-brown leather coat.

Personality:
Weapon is a bit taciturn when not discussing tactics, previous campaigns, or the Last War. The Last War was all he knew, and has found civilian life difficult to adjust to, especially with the destruction of Cyre. He takes companionship in other warforged or Last War veterans, especially from Cyre units.

Weapon tends to be a bit morose; he still exhibits the typical warforged naivety, but with a mordant streak.

Background:
Weapon was forged 5 years ago and made part of the great Cyran army. As a warforged in the nation that invited the living constructs (so to speak), Weapon was filled with pride in its duties. It fought amongst several warforged and other construct units, occasionally with humanoid support. His unit was lead by a charismatic House Cannith ex-pat named Mallan who knew best how to utilize his special army. Mallan's unit had several victories even before Weapon joined.

That all changed on the Day of Mourning four years ago.

Mallan's unit was engaging Brelish forces near Vathirond when the grey mist destroyed Cyre. The erie grey mist sucked the will out of the human Cyran units, Mallan included, leaving the warforged units confused and leaderless. The battle ended in a route, with many Cyran dead. Mallan would be one of them, after suffering a grevious chest wound. Weapon could not heal him, and watched as his beloved commander died in his arms. To this day, he wears the odd, battered coat that was Mallan's signature possession.

Weapon continued to fight for Cyre, though the fight had gone out of them. When the war ended, and the Treaty of Thronehold ceased the creation of the warforged, Weapon was left directionless. Unsure of his future, he made it to Sharn, where he has picked up odd jobs here and there. But none of them has held, and he was once again turned to a militaristic life---this time through adventuring.

The Forgotten Forge

Soon after trying his hand at adventuring, Weapon was dragged into a 'spirit'-instigated investigation involving a dead scholar, and ancient schema, and Cannith machinations. It was made more difficult by divergent agendas of the various companions he met in the Tavernd Shard. Eventually, the schema was found, and after tense inter-party negotiations, returned to its buyer.

Weapon learned the fleshy ones are intricate in their self-deception.

Mad God's Key

Weapon then hired himself on to assist a Morgrave Provost in recovering at item stolen from him. It tied into a brutal murder at the University. After following some clues, the investigation hit a dead end, and Weapon returned unsuccessful to the Tavern.

Weapon learned that waiting can wear even a construct thin.

Marked by Destiny, Marked by Tragedy

Weapon found himself with a group caught up in a large explosion and fire. It affected the marked. After a long wait in front of a burning house and dealings with a stubborn Deneith Heir, he learned that it had to do with aberrant dragonmarks and chaos below Sharn. And crafty, deadly kobolds.

Appearance:
Clad in tanned hides taken from the strange creatures that inhabit the continant of Argonnessen. Upon his back is a cloak formed from the body of a Yrthak. It's head drapes from his shoulder to his hip like a sash. His long blond hair is tied back in two braids as is his beard. Thick wooden hoops carved to resemble a dragon swallowing its tail pierce both of his ears. His skin is leathery in appearence and crisscrossed with scars. His greatclub is partially carved with intricate designs depicting battles he has fought.

Personality:
Ahki is a loner by nature and feels set apart from the normal races of Khorvaire. The tribes of Seren Island and Argonnessen have a long tradition of worshipping the great dragons of that realm and Ahki brings many of his tribal beliefs with him. He sees Argonnessen as sacred land that none but the most pious should ever set foot upon. He seeks the glory of battle so that he may one day be worthy to tread those sacred lands and gain wisdom from the ancient wyrms. He has a cruel streak in battle, seeing failure as weakness, and gives no quarter to his foes.

Background:
Ahki was born shortly after the extablishment of the joint Lyrander, Orien, and Tharask trading post on Seren Island. His mother dallied with a man from the House of Orien. He was trained to be a warrior for the tribe until shortly after puberty when he manifested a dragonmark. The village shaman ordered him to travel to the mainland and seek a destiny among those with the same mark. He was accepted into the ranks of House Orien and now works as a trusted courier, due to his inability to read any documents he is entrusted with.

Appearance:
With black talons instead of feat or hands, Bloodtalon's brid like frame is typically hidden beneath a dark cowl. He has black beady eyes and a long beak. The soft feathers that cover his face and body are a deep dark brown. Standing a little shorter than most elves, Bloodtalon is much lighter as his bones are partly hollow.

Personality:
Bloodtalon is as secretive and mysterious as other Kenku, but rather than hatching plots against his fellow Sharnites, Bloodtalon seeks to find a place among them. Without a flock to call his own, Bloodtalon wants to be accepted. He has keen mind for solving problems and identifying clues and would like to turn that into a profession.

Background:
Life in Malleon's Gate is rough for most and it has certainly not been easy for Bloodtalon. The Gate, being a goblin slum in a huge metropolis, has a different set of rules all unto itself. Early in life Bloodtalon's aerie was attacked by a gang of hoodlums seeking to take out their fury on some 'else'. His relatives gone, Bloodtalon picked up what he could and hid in one of the abandoned tenements in Malleon's Gate. The arrival of Daask has prooved fortuitous for the young inquisitive Kenku. He has recently signed up with Gasslak, the self-appointed 'Law' in Malleon's Gate. He has done a few jobs for the Medusa, tracking criminals and the like. A little more confident given his new role, the little Kenku has begun sneaking out of Malleon's Gate at night. He is wary of what people will think of his birdlike features, knowing that there are few Kenku in the city. He does not know of the Nightswift aerie in the city yet. Perhaps if he were to find room in an adventuring party he'd abandon Malleon's Gate for good.

Appearance: Aidan has shoulder length black hair, usually tied back in a ponytail. His handsome face usually holds a confident half-smile. His shield bears the Silver Flame symbol on a blue and white checkered background, and his holy symbol is prominently displayed around his neck.

Personality: Aidan is a friendly young man, quick to make friends. Like many of his faith, he is quick to pursue and fight supernatural evil, and he does his best to fight the evil in men's hearts as well. He's a take charge sort of individual, but tends to defer to those with more experience in specific matters. While he is unflinching in his faith, he does have a weakness for wine and women, and he likes to play the dashing hero if given the chance.

Background: Aidan was born to minor nobility in Thrane. He led a sheltered life, his every need and want cared for and he had a member of the clergy as a personal tutor. At the age of 12 he demonstrated an innate ability with the sword, and as he was fourth in the line for his father's estate, his parents decided to send him to Flamekeep to train to be a templar of the Church. Once there he learned quickly, and before long he was ready to head out into the world. Aidan had always been fascinated with adventurers and the dangers they faced. He figured that as an adventurer, he'd have ample opportunity to battle the evils of the world. Not having been to the magnificent city of Sharn before, but knowing its reputation for attracting adventurers, he quickly settled on it as a good place to go and test his skill.

Appearance: Balnibar is dark-skinned and goateed. His hair is frizzy and sticks out in all directions. When he's working, he wraps it in a turban to keep it from interfering with his work. He wears a black leather apron, studded with rivets. His sleeves are also black leather, but covered in tight loops in which a number of small hooks, wires, and probes protrude.

Personality: Balnibar is proud of his heritage and of his work. He loves working with traps, secret compartments, and weapons with hidden functions. He's often found scribbling out new designs whenever he has a moment, and finding ways to sell his designs for anyone who would be interested.

Background: The Jiminyblivet family has been in the dungeon business for years. Many a d'Kundarak has contracted the Jiminyblivets for a vault, and certain diabolic contraptions have been the masterpieces of the most famous clan members. Balnibar was raised in this way, and has become decent in his trapmaking skill. He has decided to gain experience in Sharn, as there is definitely someone who needs a clever device--or needs someone to crack them. One day, he dreams of designing a full dungeon from the ground up--er, down.